Ergonomic game controller and system

ABSTRACT

A gaming controller includes a series of button assemblages corresponding to various game input functions. The assemblages are angled such that an operator&#39;s fingers are aligned with buttons resulting minimal tilting of the wrist. The gaming controller includes modifier buttons that change the strength of corresponding button input. A controller operating system includes a controller circuit with a processor configured to perform various functionalities. The operating system further includes a plurality of settings and sub-settings, at least some of which being related to user profiles, modifier button settings, and/or override systems. A method includes connecting the gaming controller to a video monitor and changing at least one setting associated with at least one of a user profile, a modifier button, and an override system that is saved on a local memory.

CROSS-REFERENCE TO RELATED APPLICATIONS

This U.S. National Stage Patent Application claims the benefit of PCTInternational Patent Application Serial No. PCT/US2019/056952 filed Oct.18, 2019 entitled “Ergonomic Game Controller and System” which claimsthe benefit of and priority to U.S. Provisional Patent Application Ser.No. 62/747,931 filed on Oct. 19, 2018, titled “Ergonomic Game Controllerand System,” and further claims the benefit of and priority to U.S.Provisional Patent Application Ser. No. 62/748,346 filed on Oct. 19,2018, titled “Ergonomic Game Controller and System,” the entiredisclosures of which are hereby incorporated by reference.

BACKGROUND OF THE INVENTION 1. Field of the Invention

The present invention relates to a game controller for providing inputto a gaming device. More particularly, the present invention relates agame controller and system of operation with improved ergonomics andfunctionality.

2. Related Art

This section provides background information related to the presentdisclosure which is not necessarily prior art.

Games are one of the favorite past times of both young and old. Pinballmachines were one of the first devices to introduce players to new andexciting gaming mechanics. Historically, the increasing popularity ofpinball machines resulted in commercial opportunities for entrepreneurs,which began to install pinball machines in public businesses. Therealized commercial opportunity gave rise to the first arcades. Pinballmachines have considerably developed from purely mechanical devices toelectromechanical and more recently purely electric variations. Inaddition to modernized pinball machines, new types of arcade gamingdevices were introduced into the mainstream. These new devices tookadvantage of technological improvements and generally evolved to includea housing having a video screen, which displayed various characters andobjects regulated via a controller. Arcade controllers have typicallyincluded only buttons and joysticks in various shapes and sizes but havealso developed to include moveable elements having internal sensors suchthat movement of the element is registered and relayed on the videoscreen.

As with many activities which become recreationally popular, thepopularity of arcade games bred competition among players to achievehigher and higher scores. This desire to achieve the highest scorerequired longer play times and often results in hand and wrist problemslike carpal tunnel syndrome and other repetitive strain injuries.

Gaming consoles offer a similar experience to users but allow them toplay from home. Like arcade machines, gaming consoles are ever evolvingto offer cutting edge technology that generally improves userexperience. The improvements in modern video game consoles hasultimately resulted in arcades becoming less and less popular. However,the competitive aspect of gaming is now more popular than everparticularly as users can now play games with other players online inregionally or globally ranked tournaments.

Depending on the gaming console, different types of controllers areused. Even more specifically, individual gaming consoles offer multipletypes of compatible controllers that offer certain advantages tospecific types of games. Recently, arcade-style controllers haveexperienced a resurgence, becoming particularly popular to gamingpurists and competitors. These arcade-style controllers do offer someadvantages over conventional controllers but still suffer multipledrawbacks such as ergonomics, technological compatibility, and suitedidiosyncratic settings.

Accordingly, there is a continuing desire to develop controllers andrelated operation systems that are ergonomic and provide improvedfunctionality.

SUMMARY OF THE INVENTION

The foregoing has outlined rather broadly the features and technicaladvantages of the present invention in order that the detaileddescription of the invention that follows may be better understood.Additional features and advantages of the invention will be describedhereinafter that form the subject of the claims of the invention. Itshould be appreciated by those skilled in the art that the conceptionand the specific embodiments disclosed may be readily utilized as abasis for modifying or designing other embodiments for carrying out thesame purposes of the present invention. It should also be realized bythose skilled in the art that such equivalent embodiments do not departfrom the spirit and scope of the invention as set forth in the appendedclaims.

According to one aspect of the disclosure, a gaming controller system ispresented. The gaming controller system comprising a gaming controllerhaving a surface including a plurality of buttons corresponding toin-game inputs, a local memory located within the gaming controller andhaving machine readable non-transitory storage including a profile datathat modifies the in-game input, and a processor located within thegaming controller and configured to read the non-transitory storage inview of the profile data to modify the in-game inputs.

BRIEF DESCRIPTION OF THE DRAWINGS

The drawings described herein are for illustrative purposes only ofselected embodiments and are not intended to limit the scope of thepresent disclosure. The inventive concepts associated with the presentdisclosure will be more readily understood by reference to the followingdescription in combination with the accompanying drawings wherein:

FIGS. 1A and 1B are plan views of conventional prior art gaming consolecontrollers;

FIG. 2A is a top plan view of a gaming controller according to oneaspect of the present invention;

FIG. 2B is a top plan view illustrating a preferable manner of holding auser's hand on the gaming controller in FIG. 2A;

FIG. 3 is a side view of the gaming controller illustrating buttonsalong a peripheral edge;

FIG. 4 is a schematic view of a controller circuit facilitatingfunctionality of the gaming controller;

FIG. 5 is a user interface browser system having a first page ofsettings;

FIG. 6A is the user interface browser system having a second page ofsettings;

FIGS. 6B through 6F illustrate multiple selectable profile features fromthe second page of settings;

FIG. 7 is the user interface browser system having a third page ofsettings relating to button mapping;

FIG. 8 is the user interface browser system having a fourth page ofsettings;

FIG. 9 is the user interface browser system having a fifth page ofsettings with various internet connectivity features;

FIG. 10 illustrates a method of changing settings on the gamingcontroller and saving them locally within the controller;

FIGS. 11A through 11W illustrate various button and joystick layout inaccordance with another aspect of the disclosure; and

FIGS. 12A through 12I illustrate a series of interchangeable buttonassemblages.

DESCRIPTION OF THE ENABLING EMBODIMENT

Example embodiments will now be described more fully with reference tothe accompanying drawings. In general, the subject embodiments aredirected to a gaming controller and operating system. However, theexample embodiments are only provided so that this disclosure will bethorough, and will fully convey the scope to those who are skilled inthe art. Numerous specific details are set forth such as examples ofspecific components, devices, and methods, to provide a thoroughunderstanding of embodiments of the present disclosure. It will beapparent to those skilled in the art that specific details need not beemployed, that example embodiments may be embodied in many differentforms and that neither should be construed to limit the scope of thedisclosure. In some example embodiments, well-known processes,well-known device structures, and well-known technologies are notdescribed in detail.

Referring to the Figures, wherein like numerals indicate correspondingparts throughout the views, the gaming controller and system ofoperation is intended for increasing improving ergonomics andfunctionality of arcade-style gaming controllers. As it will beappreciated with further reading, the improved ergonomics of the presentinvention reduces the muscle and tendon injuries associated with gaming.Moreover, the gaming controller and system of operation provides animproved functionality and compatibility with both technology andpersonal gaming preferences.

A few example conventional game console controllers 20, 21 are shown inFIGS. 1A and 1B. Although these controllers look different there are anumber of similarities in there and most other conventional controllers.For example, each controller 20, 21 includes a control pad 22 with fourdirectional buttons corresponding to left, right, up, and down. Eachcontroller 20, 21 further includes at least two trigger buttons 28 (buttypically four) and at least two action buttons 30 (but typically four).In addition, each controller 20, 21 includes a joystick 32. However, thecontroller 20 in FIG. 1A includes two joysticks 32, wherein to thecontroller 21 in FIG. 1B only includes one joystick 32. Instead of asecond joystick, the controller 21 in FIG. 1B includes a sensor 34wherein movement of the sensor is registered as an input. While providedas examples, these game console controllers 20, 21, particularly thecontroller 20, include similar button arrangements and functionality tomost other conventional gaming controllers

A plan view of the gaming controller 120 in accordance the presentdisclosure is shown in FIG. 2 . The gaming controller 120 defines agenerally rectangular shape having a top surface 122 and bottom surface124 (FIG. 3 ) spaced apart by a pair of horizontal or longitudinal walls126 and vertical or transverse walls 128, The longitudinal walls 126define a horizontal midpoint HM of the gaming controller 120 and thetransverse walls 128 define a vertical midpoint VM of the gamingcontroller 120. In accordance with one arrangement of the presentdisclosure, the gaming controller 120 includes a first assemblage ofbuttons 130 that generally corresponds to the first joystick of theprior art controllers 20, 21 and a second assemblage of buttons 132 thatgenerally corresponds to the second joystick (or sensor) of the priorart controllers 20, 21. The gaming controller 120 further includes athird assemblage of buttons 134 corresponding to a combination oftriggers 28 and action buttons 30 of the prior art controllers 20, 21.One object of the present invention is to provide a large range ofswitchable settings to streamline personal playstyles and preferences.As such, there is a fourth assemblage of buttons 136 that modify aspectsof the other buttons. In preferred embodiment and described in greaterdetail below, the fourth assemblage of buttons 136 preferably modifiesthe first assemblage of buttons 130 and/or the second assemblage ofbuttons 132, which generally correspond to character/object movementthat has historically been accomplished with a joystick or a D-pad.By-way of background, joysticks typically provide more inputs thansimply digital readings on up, down, left, and right inputs, instead,they provide an analog system that includes a wide range of diagonalinputs and tilt inputs. The tilt input is a measure of strength input,the more the joystick tilts, greater the in-game response for certainvideo games. For example, a full tilt right may correspond with acharacter running right on screen, whereas a half tilt right maycorrespond with the character walking. More than just a half tilt andfull tilt, intermediate levels of tilt can also provide unique in-gameoutcomes. The magnitude of tilt is derived from the predefined “centerpoint” of the joystick, wherein the distance from the center pointcorresponds to a value of output. The value of output may be provided asa voltage value numeral from any number of large ranges, such as 0-225wherein there are at least 225 potential values across the X-axis, theY-axis, corresponding to even more values when diagonally held. As such,the modifier functions of the fourth assemblage of buttons 136 mayprovide one or more preselected “tilt” values in the buttons. In otherwords, the modifier provides the ability to assign each cardinaldirection to a different specific analog point. For example, thecardinal left movement may be selected to be 75% tilt base, whereinbecomes 45% tilt upon corresponding input of the modifier. Triggerslikewise usually calibrate “0” as its constant center point that can bechanged with a modifier if preselected in a player profile as will bedescribed in greater detail below. Specific buttons of each assemblagewill now be described in greater detail. It is preferable that all thebuttons are arcade-style buttons, for example, Sanwa buttons.

Still referring the example layout presented in FIG. 2 , the firstassemblage of buttons 130 includes four movement buttons (and/or analogdirectional buttons) including a left movement button 138, a rightmovement button 140, an up movement button 142, and a down movementbutton 144. Adjacent to the first assemblage of buttons 130 is anoverride modifier button 146. The override modifier button 146 is set tocorrespond to either of the afore described “half tilt” and “full tilt”settings. When override modifier button 146 is set to a “half tilt”setting and held in combination any of the four movement buttons, the onscreen object movement is slower than when the button is not held.Oppositely, when override modifier button 146 is set to a “full tilt”setting and held in combination any of the four movement buttons, the onscreen object movement is faster than when the button is not held.

The second assemblage of buttons 132 preferably corresponds to the leftjoystick of the conventional controllers 20, 21. The second assemblageof buttons 132 includes four second movement buttons (and/or analogdirectional buttons) corresponding to a right joystick including asecond left movement button 148, a second right movement button 150, asecond up movement button 152, and a second down movement button 154.Adjacent to the first assemblage of buttons 132 is a second overridemodifier button 156. The second override modifier button 156 functionssimilarly to the first override modifier button 146 and can be set tocorrespond to either of the afore described “half tilt” and “full tilt”settings that directly affect the strength of the second assemblage ofbuttons 132.

The third assemblage of buttons 134 includes a first group of actionbuttons 158 and a second group of action buttons 160. The first group ofaction buttons 158 preferably corresponds the trigger buttons ofconventional controllers 20. The first group of action buttons 158comprises four trigger buttons including a first trigger button 162, asecond trigger button 164, a third trigger button 166, and a fourthtrigger button 168. The second group of action buttons 160 preferablycorresponds to the action buttons of conventional controllers 20. Thesecond group of action buttons 160 comprises four action buttonsincluding a first action button 170, a second action button 172, a thirdaction button 174, and a fourth action button 176. However, these andother buttons may be remapped in other arrangements to be anycombination of triggers, modifiers, action buttons, and movementbuttons.

The fourth assemblage of buttons 136 preferably modifies the firstassemblage of buttons 130 and/or the second assemblage of buttons 132and includes four modifier buttons. The four modifier buttons includes afirst modifier button 178, a second modifier button 180, a thirdmodifier button 182, and a fourth modifier button 184. In one preferredarrangement, the first modifier button 178 changes the correspondingtilt of the left movement button 138 and/or second left movement button148. The second modifier button 180 changes the corresponding tilt ofthe right movement button 140 and/or the second right movement button150. The third modifier button 182 changes the corresponding tilt of theup movement button 142 and/or the second up movement button 152. Thefourth modifier button 184 changes the corresponding tilt of the downmovement button 144 and/or and a second down movement button 154. In analternative setting or player profile, the first modifier button 178,the second modifier button 180, the third modifier button 182, and thefourth modifier button 184 can correspond to X and Y axis modification.For example, the first modifier button 178 and the second modifierbutton 180 can correspond to modifying tilt strength in the X-axis andthe third modifier button 182 and the fourth modifier button 184 cancorrespond to the Y-axis tilt strength. Likewise, one or more modifiersmay affect X and Y tilt strength simultaneously. In addition, one ormore modifiers may change the movement buttons between a base analogsetting (no tilt to somewhere between 1-254 value) to digital (full tiltor no tilt).

In addition to the afore described buttons, a menu button 186 is alsodisposed on the top surface 122 of the gaming controller 120. The menubutton 186 functions similarly to start or menu buttons typically usedin conventional controllers 20, 21 and once selected can be operated viathe same or other buttons.

It is one object of the invention that the gaming controller 120 includea layout that corresponds to a human hand. A human hand is shown in FIG.2B to illustrate the ergonomics of the gaming controller 120. When theaverage human hand is relaxed, it includes, as measured from the wrist,a pinky extending the shortest distance, an index finger extending thenext shortest distance, a ring finger extending a longer distance thanthe index finger, and a middle finger extending the longest distance.Moreover, when relaxed, the joints between, the distal, middle, andproximal phalanges are slightly bent. It should be appreciated that thebuttons on the left side of the vertical midpoint are generally operatedwith a user's left hand while the buttons on the right side of thevertical midpoint are generally operated with a user's right hand. Whenthe button assemblages on the left side are spaced closely to thebuttons assemblages on the right side, the button assemblages areslightly angled at an angle α to correspond to a wrist to elbow angle toprevent a tilting of the wrist. In other words, the closer the left andright assemblages (and hands during use), the further a user's elbowsneed to be for the hands to be disposed over each assemblage. As such,the closer the left side buttons are to the right side buttons thegreater the angle α of assemblages. Preferably, the right side angle α1is equal and opposite to the left side angle α2. It is also preferablethat the relative angles α1, α2 are angled towards the VM and are within45° of each other, more preferably within 30° of each other, and morepreferably yet within 25° of each other. It should also be appreciatedthat the first assemblage of buttons 130 and the third assemblage ofbuttons 134 are intended to be preferably operated with the left handfingers and the right hand fingers, respectively. In addition, thesecond assemblage of buttons 132 and the fourth assemblage of buttons136 are intended to be preferably operated with the right hand thumb andthe left hand thumb, respectively. As such, vertically adjacent buttonsin each assemblage correspond to the angle of the phalanges of thefingers and are preferably spaced such that an adjacently lower phalangesits on an adjacently lower button while inputting the adjacently higherbuttons with distal phalanges. As illustrated, the average relaxed thumbextends at angles α3, α4 from the extension of the wrist. During play,movement of the hand (particularly the right hand between action buttonsub-assemblages) will naturally be along the angles α.

Looking now to FIG. 3 , the gaming controller 120 is shown from sideview. One of the vertical transverse walls 128 includes a series ofports 187 for electrically connecting the gaming controller 120 toseveral different devices, including but not limited to: a USB, acomputer, gaming console, a joystick 188 such as a nunchuck in FIG. 1B(or any other digital or analog joystick such as a Sanwa JLF Joystick),a wireless relay device, movement sensors, a mouse, other conventionalgaming controllers, foot pedals, dance pads, and other inputs. Inaddition, the game controller 120 may also include internal wirelesscommunication devices (see FIG. 4 ) such as Bluetooth, cellular, radio,and other forms of a wireless networking. A first setting switch 190 anda second setting switch 192 (shown as toggle switches) are alsopresented along the vertical transverse wall 128. The first settingswitch 190 and a second setting switch 192 will be described in greaterdetail below but ultimately allow for separate profiles and modifies formultiple players or specific preferences for individual games to besaved within the controller 120. The setting switches 190, 192 canchange the keyboard configurations, the modification button settings(button correspondence and ranges), the tilt settings and ranges, andother settings. The switches can be used to select D-pad or modifierinput, i.e., digital inputs bound to an analog bind. This isparticularly useful for older games that only recognize digital inputs.While not limited thereto these switches can also change the function of136 buttons (178, 180, 182, 184) back and forth between D-pad 22function and modifiers. Preferably one switch corresponds to switchingbetween the digital “D-Pad” or analog “Tilt” mode and the other switchcorresponds to button remapping, however, other preferences may besaved. In the present embodiment, each switch includes three settings(toggle left, toggle right, and non-toggle) that can be used incombination with settings of the other switch. It should be appreciatedhowever, that there be more than two switches 190, 192. Likewise, itshould also be appreciated that the switches could be replaced withdials having any number of settings, for example over three settings,over five settings, or over ten settings. Further, the game controllermay include one or more sensors 133, such as infrared, or other sensorssuch that movement of the gaming controller 120 corresponds to movementon screen.

FIG. 4 illustrates a controller circuit 200 in accordance with oneembodiment of the invention. The various elements provided therein allowfor a specific implementation. Thus, one of ordinary skill in the art ofelectronics and circuits may substitute various components to achieve asimilar functionality. The circuit 200 includes a power circuit system202, a GCU system 204, a communications module 206, a server network208, a computing system 210, and a button circuit system 211.

The power system 202 includes a power supply circuit 212 and a batterycircuit 216 that are both monitored via a power supervision circuit 214.The battery circuit 216 includes a battery, which may be rechargeable,may be primarily charged via the power supply circuit 212, which mayinclude a wired or wireless connection to a source of power. Forexample, the power supply circuit 212 may include a wired connection toa wall outlet, a computer, or a console, or a wireless inductioncharging system. A power testing unit 218 tests for current from thepower supply circuit 202 to monitor power is being transmitted to theGCU system 204. For example, the power testing unit 218 can preventdangerous surges of current and/or low levels of battery power from thebattery circuit 216. A power warning LED 220 can be connected to thepower testing unit 218, wherein the power testing unit 218 may beconfigured to flash the LED upon a low level of battery charge orprovide a solid illumination if the power supply circuit 212 isconnected to a charging source. Likewise, the LED may change in color orflashing upon the battery circuit 216 obtaining a complete charge.

Electricity from the power system 202 is transferred to the GCU system204, which includes a controller 222 and the communications module 206.The controller 222 includes a processor 224 and a memory 226 havingmachine readable non-transitory storage. Programs and/or software 228(such as arduino IDE) are saved on the memory 226 and so is input data230 obtained via the many buttons in a button circuit system 211 andprofile data 232 related to saved user preferences. An authenticate data233 is also saved on memory 226 and will be described in greater detailbelow. The processor 224 translates and carries out instructions basedon the software 228, input data 230, and profile data 232 and transmitsthe instructions to the computing system 210 via the communicationsmodule 206. The computing system 210 may include any type of computer,console, or like devices. The computing system 210 typically alsoincludes or is connected to an audio output 234 and a screen 236. In usethe computing system 210, for example a console, relays instructionsfrom the communications module 206 and outputs them as actions that arevisible via screen 236. These action can include in game actions, i.e.,character or options selections associated with a video game and theseactions may further include selecting various types of profile data 232via a user interface 238 as will be discussed in greater detail below.The communications module 206 can include wireless (e.g., Bluetooth) andor a wired connection (PC Port USB shown in FIG. 3 ). In addition, thecommunications module 206 may be directly connected to the power supplycircuit 212 such that during a wired connection with the communicationsmodule 206 to the computing system 210 charges the controller circuit200 via power supply circuit 212.

The computing system 210 may further include an internet connection 240,which may be wired or wireless. The internet connection 240 providesaccess to the server network 208 for transmitting data between thememory 226 and the server network 208. The server network 208 may storevarious types of data. For example, profile data 232, software updates242, authentication data 244, and social network data 246, andcontroller service data 248. In operation, as the GCU system 204connects to the server network 208 via the computing system 210,allowing the transmission of data between memory 226 and server 208.Respective authentication data 233, 244 can be matched such that when aparticular controller GCU system 204 is connected to the server network208, options are provided based on historical use of that individualcontroller. For example, while the memory 226 may only be able to storea limited amount of profile data 232 (key layout, tilt sensitivity,modifiers, SOCD), other profile data 232 can be saved in the network 208and accessed upon connection to internet. Authentication data 233, 244can further be used to connect an individual controller to varioussocial media platforms associated with the controller. For example,social media connectivity may allow sharing video game content likeprofile data, game screenshots, high scores, streaming videos, andrecording videos. The transfer and changing of various data between thememory, server, etc., can be selected via numerous visual ques in theuser interface 238. Importantly, various profile data can also bechanged and saved via the user interface 238 without connection to theinternet via software or data saved locally in either the memory 226 orcomputing system 210 that is displayed on the user interface 238.

The button circuit system 211 connects to the variously describedbuttons to the rest of the controller circuit 200. For example, thesevarious buttons may include an override button circuitry 248, a firstassemblage of buttons circuity 230, a menu button circuitry 286, asecond assemblage of buttons circuitry 132, a third assemblage ofbuttons circuitry 234, a fourth assemblage of buttons circuitry 136, asecond modifier button 156 circuitry, and a sensor circuitry 233. Inputsof the various buttons can be translated by the GCU system 204 inaccordance with data saved on the memory 226, for example, keynetworking. The GCU system 204 may further include a conversion module235 that converts the velocity/distance in which a various button ispressed to a range of corresponding voltages that are used to representspecific values of the afore described “tilt.” For example, theconversion module 235 may include a potentiometer electrically connectedto each button such that the axial distance or speed of button travelcorrelates directly or inversely to the degree of associated “tilt.”Alternatively, profile data can be saved to change between buttons suchthat all or select buttons are translated as digital on/off inputs,i.e., no tilt or full tilt only. While not explicitly shown in FIG. 4 ,joystick circuitry may also be included on the button circuit system211. Likewise, the button layouts presented in FIGS. 11A through 12I andvariations thereof may also be included in the button circuit system211.

As illustrated in FIG. 5 through FIG. 9 , the user interface 238includes a browser system 300 visualized on the screen 236. With initialreference to FIG. 5 , the browser system includes a plurality of profiledata setting pages 306. The plurality of profile data setting pages 306includes a series of sub-page tabs 308 corresponding profile settingsincluding a first profile page 310, a second profile page 312, and athird profile page 314. Each profile page can include value modifiers ofvarious buttons, joysticks, and sensors, i.e., modifying the correlationbetween the distance of button travel, joystick tilt, sensor movementwith the degree of tilt input. These modifier settings can be set atvarious values to set the tilt magnitude of the cardinal directions, theneutral center position, and analog magnitude of left and righttriggers. These setting may also include options for changing the centerof the joystick or comparative buttons, the position of the button (orrange of positions) before in game actions are registered. Acorresponding visual indicator 311 is further provided as a meta view ofthe individual button settings. For example, in the event that a leftmovement button and a right movement button are pressed simultaneously,the modifier values will determine corresponding in game actions. If theleft movement button has a larger modifier than the right movementbutton, then the pressing of both buttons simultaneously, will result ina left input less that of the right modifier value. The concept extendsto any combinations: up and down combinations, upper left corner (up andleft movement) and down right corner (down and right movement)combinations, etc. The modifier values can also be switched from analogto digital inputs. Each profile 310, 312, 314 may also include anassociated button layout. As described above, the various profiles canbe changed on-the-go via the first setting switch 190 and a secondsetting switch 192 (FIG. 3 ).

Referring now to FIG. 6A, browser system 300 further includes a secondsetting 316 for profile data that provides override options in instanceswherein buttons are pressed in simultaneous opposing cardinal directions(“SOCD”). These override options are presented for both X-axis andY-axis conflicting button presses. Stated another way, in instanceswhere the left movement button 138 and the right movement button 140 arebeing pressed simultaneously, both inputs are conventionally neutralizedsuch that the character or object appearing on the screen does not move.While a joystick cannot be simultaneously tiled in the left and rightdirection, the override system resolves this impossibility for a buttonassemblage joystick equivalent. The second setting 316 includes a seriesof override options 318, which determine the direction of the gameinput, such as character movement. The override options 318 includes anX-axis override option 320, a Y-axis override option 322, a settingswitch override option 324, and a joystick enablement option 325. TheX-axis and Y-axis override options 320, 322 include several selections.For example, a neutral selection is included where simultaneous pressingof opposing movement buttons negate or cancel each other out. Inaddition, there are selections that relate to the time at which thebuttons are pressed, for example the first button to be pressedoverrides the second, or vise-versa, example overrides are shown in FIG.6B through 6F. FIG. 6B includes a “first input priority” section whereinthe first button pressed will always override the second opposing buttonpressed. FIG. 6C includes a “second input priority” wherein the secondbutton pressed will always override the first opposing button pressed.Another selection is “absolute override” (example shown in FIG. 6D)based on direction, for example, left always overrides right and upalways overrides down. In yet another option, shown in FIG. 6E as “LeftXOR Right on SOCD,” the left movement input is based on XOR whereinholding of the left input nullifies the right input and the right inputis based on an SOCD protocol. FIG. 6F shows yet another example whereina left movement input is overridden by a right movement input whichnullifies the left movement input. The XOR settings in FIGS. 6E and 6Fare similar to the absolute override scheme, however, when theoverridden button is no longer pressed, the oppositely pressed buttondoes not move the in game object until the oppositely pressed button isreleased and then pressed again. As will be described in detail below,the SOCD scheme can further be applied to analog readings whereinopposing cardinal values are subtracted and movement is in the directionof the largest cardinal value less the opposing cardinal value via thefollowing formula ((opposing voltage A+opposing voltage B)/2).

Referring now to FIG. 7 , browser system 300 further includes a thirdsetting 326 that provides button mapping options. Each user-profileincludes a button mapping option for individual mapping associated withdifferent players and/or for different games. In addition, to buttonmapping it includes a Fractional Input Bind data, i.e., an input bindthat requires multiple inputs to trigger. The Fractional Input Bind datacan implement input bind via a specific configuration of wireconnections between buttons, i.e., a meta reader unit that recognizesspecific buttons being simultaneously pressed and translates outputcommand from a distinct module to the processor. Alternatively, theFractional Input Bind data can be translated by the processor viaprofile data that recognizes specific simultaneous button inputs andtranslates that to an in-game output. For example, A+B=A+B+C, where“Pushbutton A” and “Pushbutton B” together simultaneously triggerfractional input bind C. As such, when a user presses Attack (A) andSpecial (B) simultaneously, it yields the input of Attack, Special, andJump (Y) without actually pressing the Y button. In another example,A+B=C, where “Pushbutton A” and “Pushbutton B” together simultaneouslytrigger fractional input bind C and nullify and/or repurpose theirnormal functions. In one implementation, Left+Right buttons=Neutral. TheFractional Input Bind algorithm can also bind modifiers, for example, X1modifier+X2 modifier grants a third unique modifier X3 for a thirddegree of “tilt.” Similarly Y1 modifier+Y2 modifier=Y3 modifier.

These fractional input binding settings can further include Multi-InputBinds, Negative Input Binds, Cycle Input Bind Modifiers, Nullifyfeatures, Lockouts, combinations therefore and additional bindingoptions. In the Multi-Input Binds, profile settings further include theability to assign multiple functions to one button. For example, buttonsinput bind is set to output “A” and “B” by only pressing “Y” (D-padleft+D-pad right input can be achieved by pressing one button). In theNegative input bind, an input bind that triggers its function when aninput is disengaged, i.e., the button is no longer being pressed. In theCycle Input Bind Modifiers, an input bind is selected to changefunctions with each input and/or output (AKA, allowing an auto-combo viapressing the same button repeatedly). In the Nullify binding, a functionthat temporarily disables of one or more other functions, such as a“kill switch” that disables other buttons when pressed. In the Lockoutbinding, preceding inputs can trigger the nullification of one or moreinputs following a specific state for a certain amount of time. Forexample, if the “A” button is pressed, it prevents the “B” button fromfunctioning for one second. In another example the “A” button is pressedand the “B” inputs upon release of “B”). A pushbutton input may furtherhave a multi-input bind function bound as: engage, output “A”;disengage, output “B.” The various examples set forth herein areexemplary in nature and can be implemented with any of the modifier,function, and movement bottoms. While certain features may be availablein some game menus as software features, the subject disclosure providesthe ability to map specific binds to inputs on a controller interfacehardware side as a default or customizable user experience.

FIG. 8 illustrates a fourth setting 328 of the browser system 300 thatprovides a graphical representation of all or certain of the abovereferenced settings in one user profile including graphicalrepresentations of the various cardinal settings, input binds, etc.

FIG. 9 illustrates a fifth setting 330 of the browser system 300 thatprovides controller information and social media platforms associatedwith social network data 246. As described above, using authenticationdata 233, 244 once a controller is connected to the browser system 300and network 208, an individual controller may be connected from thebrowser system 300 of the user interface 238 to various social mediaplatforms associated with that controller or owner of the controller.More than one controller may be associated with one player and/or socialmedia platform wherein more than one authentication data 233 may beassociated with a single user.

These values and settings presented in FIGS. 5 through 9 can beprogrammed in browser system 300 and saved in memory 226 or server 208.Moreover, the features described in FIGS. 5 through 8 can be saved asprofile data 232 that can be switched on-the-go with toggle switches190, 192.

FIG. 10 provides a method 400 of setting up user profile data specificto a user. The method 400 begins by communicating 402 to a video displayor computing system, providing 404 a user interface with a plurality ofsettings as described above and changing at least one of the settings.The method 400 continues with storing 406 updated settings in the gamecontroller, processing 408 the updated input settings, and changing 410user profiles with a switch physically located on the game controller.

FIG. 11A through FIG. 11W provide various additional configurations ofthe buttons in accordance with the subject disclosure. It should beappreciated that the example embodiments presented in FIG. 11A throughFIG. 11W, are preferably drawn to scale, however, variations of thebuttons, gaming controller walls and joysticks in both size and relativeplacement can vary without departing from the scope of the application.Moreover, relative placement of buttons and joysticks that are claimedare not meant to be limited by configuration, scale, sizes and relativeplacements in the preferred illustrated arrangements unless otherwiseindicated within the claim. In addition, for those arrangements thatinclude a joystick, the joystick can be replaced by any number ofmovement and modifier buttons as previously described (such as thoseshown in FIG. 12A through FIG. 12I). Any one of the buttons presented inFIG. 11A through FIG. 11W can be associated with movement, action,trigger, menu, and modifier buttons as previously described unlessotherwise claimed. Moreover certain arrangements in FIG. 11A throughFIG. 11W include similar button and joystick layout but include thefirst and second setting switches 190, 192 in other locations i.e., anopposite vertical transverse wall 128, one or both of the longitudinalwalls 126, and/or the top surface 122. In addition, any one of thelayouts may include a dial in place of or in addition to any of thebuttons. The dial changes the modifier button or range of potentiometervalues and/or the directional button cardinal values during gameplay bycontrolling the voltage input associated with button pressing. Thevariations presented in FIG. 12A through FIG. 12I can be interchanged inthe numerous controller layouts. The layout presented in FIG. 11A issimilar in size and scale the layout in FIGS. 2A and 2B.

The layouts presented in FIG. 12A through FIG. 12I can be mapped toperform any function, have any value, override, bindings, etc., asdescribed above. However, in one arrangement they have a similar layoutto that presented in FIG. 2A. For example, each assemblage of buttons inthe upper-right hand corner having a similar arcuate shape to assemblage134, may include the same functionality, i.e., trigger and actionfunctions. The assemblage of buttons below arcuate-shaped assemblage mayinclude functions similar to the second assemblage 132 presented in FIG.2A, with four buttons similar to a D-pad. These D-pad buttons are shownas circular, rectangular, square, or diamond shapes. The single buttonbelow the assemblage with D-pad functionality may be a modifier similarto the second override button 156 in FIG. 2A. To the left of thehorizontal midline HM and above the vertical midline VM is generallyeither an assemblage of four circular buttons or a joystick, whichfunction similar to the first assemblage of buttons 130 in FIG. 2A. Afifth button located to the left of the four circular buttons describedin the previous sentence may be present and function similar to thefirst override modifier 146 presented in FIG. 2A. To the left of thehorizontal midline HM and below the vertical midline VM is anotherassemblage of typically four closely located buttons that functionsimilarly to the assemblage 136 presented in FIG. 2A. The circularbuttons with a smaller radius presented in FIGS. 11R and 11U may havesimilar functionality to the D-pad. In FIGS. 11M and 11N, the upperthree buttons on the upper right side and the lowest button may haveD-pad functionality, wherein the joystick is on the left. In FIGS. 11Rand 11T the lowest circular button having the smallest radius isoptionally present. In FIG. 11V the diagonal buttons (diagonal buttonassemblages) on both the left and right lower sides may provide variousfunctionality, for example the left diagonal button assemblage mayprovide a D-pad functionality and the right diagonal button assemblagemay provide a right analog stick functionality wherein the small radiuscircular buttons near each diagonal button assemblage is a modifier forthe adjacent assemblage. FIG. 11W provides example functionality symbolsof the buttons, wherein the larger arrows are similar to a joystick,i.e., can be combined or pressed in such away for analog readingswherein the smaller arrows may provide D-pad functionality and thearcuate shape is similar in shape and functionality to the thirdassemblage presented in FIG. 2A. Each D-pad functionality may bedesigned to be digital (full tilt or no tilt) and each other movementassemblage/joystick may be analog (full tilt, partial tilt, no tilt).Each circular button may be an arcade style circular button, however,the buttons could take other shapes in different embodiments.

Referring back to FIG. 6A, in addition to the afore described SOCDprofile settings, the following additional setting options are providedand related to selectable profile data 232: A neutral SOCD is providedthat nullifies inputs, for example, D-Pad ‘Left’ and D-Pad ‘Right’simultaneously results in both inputs being nullified; An absoluteoverride SOCD is provided wherein one button always take priority overanother, for example, D-Pad ‘Down’ and D-Pad ‘Up’ simultaneously resultsin ‘Up’ input and nullifies ‘Down’ input regardless of which input waspressed first; A first input override is provided wherein the firstbutton pressed takes priority, for example, D-Pad ‘Left’ and D-Pad‘Right’ simultaneously results in the second input pressed beingnullified; A second input override is provided wherein the second buttonpressed takes priority, for example, D-Pad ‘Left’ and D-Pad ‘Right’simultaneously results in the first input pressed being nullified.Additional setting options related to selectable profile data 232include: an exclusively only the first direction (XOR) setting, whereinthe first direction is applied regardless of any opposing directionalinputs until all directional inputs are released, for example, D-Pad‘Left’ held first and D-Pad ‘Right’ held second will result in the D-Pad‘Right’ being nullified until the user is holding neither D-Pad ‘Left’nor D-Pad an exclusively only the second direction (Alternate XOR)setting, wherein the second direction is applied regardless of anyopposing directional inputs until all directional inputs are released,for example, D-Pad ‘Left’ held first and D-Pad ‘Right’ held second willresult in the D-Pad ‘Left’ being nullified until the user is holdingneither D-Pad ‘Left’ or D-Pad ‘Right’ a second cardinal override oncesetting, wherein, the second direction overrides the first direction andwhereafter the second direction becomes the new first direction when thefirst direction is released, for example, D-Pad ‘Left’ is held first andD-Pad ‘Right’ is held second, D-Pad ‘Right’ is the second direction andthus the preferred override resulting in the D-Pad ‘Left’ beingnullified and D-Pad ‘Right’ being sent to the game console and onceD-Pad ‘Left’ is released afterwards while D-Pad ‘Right’ is still beingheld down, then D-Pad ‘Right’ is now designated as the new firstdirection. Obviously, many of the afore described settings may beselected at once in the same profile.

Still referring back to FIG. 6A, in addition to the afore described SOCDprofile settings, the following additional settings related to SOCDresolution with one or more analog inputs are provided and related toselectable profile data 232: a natural analog axis SOCD resolutionwherein the resulting movement is the sum of the opposing analogdirections (tilt), for example, Voltage A+Voltage B/2 when apotentiometer is used; a neutral analog SOCD, wherein, opposing tiltsare nullified regardless of tilt/voltage; and absolute analog override,wherein, one direction always takes priority regardless of whichdirection is input first; a first analog input setting, wherein, thefirst direction input takes priority; a second analog input setting,wherein, the second direction input takes priority; a chosen analoginput setting, wherein the user will specify which direction willoverride the other regardless of the input method or input order; anexclusively only the first analog direction, wherein, the firstdirection is applied regardless of any opposing directional inputs untilall directional inputs are released; an exclusively only in the secondanalog direction, wherein, second direction is applied regardless of anyopposing directional inputs until all directional inputs are released;an analog second cardinal overrides once, wherein, second directionoverrides the first direction, whereafter, the second direction becomesthe new first direction when the first direction is released. The aforedescribed setting can be applied to any types of opposing analog inputson an axis. Similar settings can include opposing inputs of analogtriggers, levers, sensors, mouse, touchpad, actuators, gyroscopic,sensor fusion, and other means. Obviously, many of the afore describedsettings may be selected at once in the same profile.

In accordance with another aspect of the settings presented in FIG. 6A,non-homogenous priority SOCD profile settings are provided, thefollowing additional setting options are provided and related toselectable profile data 232: A natural non-homogenous setting, wherein,all outputs from D-Pad, Left Analog Stick, and Right Analog Stick areinput with no restrictions or priority; A hard override prioritynon-homogenous setting, wherein, one or more non-homogenous directionalinputs are nullified, for example, D-Pad disables Left Analog Stickentirely when actuated or Left Analog Stick disables D-Pad entirely whenactuated or D-Pad disables Right Analog Stick entirely when actuated orRight Analog Stick disables D-Pad entirely when actuated or Left AnalogStick disables Right Analog Stick entirely when actuated or Right AnalogStick disables Left Analog Stick entirely when actuated or Left AnalogStick hard overrides Right Analog Stick and D-Pad or Right Analog Stickhard overrides Left Analog Stick and D-Pad or D-Pad hard overrides LeftAnalog Stick and Right Analog Stick or Left Analog Stick or D-Pad hardoverrides Right Analog Stick or Right Analog Stick or D-Pad hardoverrides Left Analog Stick or Left Analog Stick or Right Analog Stickhard overrides D-Pad. Obviously, many of the afore described settingsmay be selected at once in the same profile.

When two button orientational direction inputs are redundant, one button(cardinal) may nullify the other. For example, if a user inputs ‘Left’on D-Pad and ‘Left’ on Left Analog Stick simultaneously, then a SRCDpriority of D-Pad would output only the ‘Left’ on D-Pad and nullify the‘Left’ on Left Analog Stick. Redundant inputs may also result fromnon-homogenous input sources. In accordance with yet another aspect ofthe settings presented in FIG. 6A, non-homogenous cross SimultaneousRedundant Cardinal Directions (SRCD) profile settings are provided, thefollowing additional setting options are provided and related toselectable profile data 232: SRCDs prioritize Left Stick and inputnullifies D-Pad or SRCDs prioritize Left Stick nullifies Right Stick orSRCDs prioritize D-Pad−Right Stick or SRCDs prioritize D-Pad Left Stickor SRCDs prioritize Right Stick−Left Stick or SRCDs prioritize RightStick−D-Pad or SRCDs prioritize Left Stick or D-Pad disables Right Stickor SRCDs prioritize Left Stick or Right Stick disables D-Pad or SRCDsprioritize D-Pad or Right Stick disables Left Stick. Obviously, many ofthe afore described settings may be selected at once in the sameprofile.

Because of the afore described input mapping redundancies, SOCDconflicts can arise from combining input sources (D-Pad ‘Left’ and LeftAnalog Stick ‘Right’ simultaneously). In-game resolutions for theseconflicts may be selected as additional profile data 232: a hybridsetting wherein, certain directional button inputs may be conditionallynullified to resolve SOCD conflicts; A neutral selection setting,wherein, opposite inputs result in nullification of both; an absoluteoverride system, wherein, one direction takes priority regardless ofinput (analog or digital); A first input override setting, wherein, thefirst input nullifies a conflicting directional input; A second inputoverride setting, wherein, the second input nullifies a conflictingdirectional input; An exclusively only the first direction (XOR),wherein, the first direction is applied regardless of any opposingdirectional inputs until all directional inputs are released; Anexclusively only the second direction (XOR) setting, wherein, the seconddirection is applied regardless of any opposing directional inputs untilall directional inputs are released; A second cardinal overrides oncesetting, wherein, the second direction overrides the first direction,whereafter, the second direction becomes the new first direction whenthe first direction is released.

In accordance with another aspect of the settings presented in FIG. 6A,D-Pad and right analog stick priority SOCD profile settings areprovided, the following additional setting options are provided andrelated to selectable profile data 232: A neutral setting whereinsimultaneous pressing of opposing directions in the D-Pad and rightanalog nullify both inputs; An absolute override wherein one directionalinput take priority regardless of if the input is from the D-Pad andleft analog; a first input override setting as previously described; Asecond input override setting as previously described; a chosendirection (absolute) setting as previously described; An exclusivelyonly the first direction (XOR) setting as previously described; Anexclusively only the second direction (XOR) setting as previouslydescribed; A second cardinal overrides once setting as previouslydescribed.

In accordance with another aspect of the settings presented in FIG. 6A,D-Pad and left analog stick priority SOCD profile settings are provided,the following additional setting options are provided and related toselectable profile data 232: A neutral setting wherein simultaneouspressing of opposing directions in the D-Pad and left analog nullifyboth inputs; An absolute override wherein one directional input takepriority regardless of if the input is from the D-Pad and left analog; afirst input override setting as previously described; A second inputoverride setting as previously described; a chosen direction (absolute)setting as previously described; An exclusively only the first direction(XOR) setting as previously described; An exclusively only the seconddirection (XOR) setting as previously described; A second cardinaloverrides once setting as previously described.

It should be appreciated that the foregoing description of theembodiments has been provided for purposes of illustration. In otherwords, the subject disclosure it is not intended to be exhaustive or tolimit the disclosure. Individual elements or features of a particularembodiment are generally not limited to that particular embodiment, but,where applicable, are interchangeable and can be used in a selectedembodiment, even if not specifically shown or described. Variousfeatures that are, for brevity, described in the context of a singleembodiment, may also be provided separately or in any sub combination.Further, reference to values stated in ranges includes each and everyvalue within that range. Such variations are not to be regarded as adeparture from the disclosure, and all such modifications are intendedto be included within the scope of disclosure.

What is claimed is:
 1. A gaming controller system comprising: a gamingcontroller having a surface including a plurality of buttonscorresponding to in-game inputs, wherein the plurality of buttonscomprises a first assemblage of buttons and a first modifier buttonlocated adjacent to the first assemblage of buttons, wherein theprocessor is configured to translate the holding of the first modifierbutton during pressing any of the buttons in the first assemblage ofbuttons as having a stronger in-game input than if the first modifierbutton is not held, wherein the first modifier button is separate fromthe first assemblage of buttons; a local memory located within thegaming controller and having machine readable non-transitory storageincluding a profile data that modifies the in-game input; and aprocessor located within the gaming controller and configured to readthe non-transitory storage in view of the profile data to modify thein-game inputs.
 2. The gaming controller system according to claim 1,wherein the profile data includes a plurality of gaming profilespreselected by a user and wherein the processor is further configured toselect one of the plurality of gaming profiles.
 3. The gaming controllersystem according to claim 2, wherein each gaming profile includesdistinct in-game inputs associated with the plurality of buttons.
 4. Thegaming controller system according to claim 3, wherein the processor isfurther configured to select one of the plurality of gaming profiles ingame without having to access a menu screen.
 5. The gaming controllersystem according to claim 3, wherein at least two gaming profilesinclude different preselected simultaneous opposing cardinal directionoverride protocols.
 6. The gaming controller system according to claim5, wherein at least one of the simultaneous opposing cardinal directionoverride protocol includes an absolute override setting wherein onein-game input always overrides another opposing in-game input.
 7. Thegaming controller system according to claim 5, wherein the gamingcontroller includes at least one joystick and at least one of thesimultaneous opposing cardinal direction override protocols includesoverriding one of opposing non-joystick inputs and joystick inputs infavor of the other opposing non-joystick inputs and joystick inputs. 8.The gaming controller system according to claim 5, wherein at least oneof the simultaneous opposing cardinal direction override protocolincludes prioritized in-game input based upon which button is pressedfirst.
 9. The gaming controller system according to claim 2, furtherincluding a remote network including additional gaming profiles and theprocessor is further configured to move the additional gaming profilesto the memory.
 10. The gaming controller system according to claim 9,wherein the memory further includes authentication data and the softwareincludes corresponding authentication data that is matched beforeproviding access to the additional gaming profiles in the network. 11.The gaming controller system according to claim 2, wherein the processoris configured to switch between at least two of the gaming profiles witha toggle located on the controller.
 12. The gaming controller systemaccording to claim 1, wherein the gaming surface does not include ajoystick.
 13. The gaming controller system according to claim 1, whereinthe plurality of buttons includes a second assemblage of buttons and asecond modifier button located adjacent to the second assemblage ofbuttons, and wherein the processor is configured to translate theholding of the second modifier button during pressing any of the buttonsin the second assemblage of buttons as having a stronger in-game inputthan if the second modifier button is not held.
 14. The gamingcontroller system according to claim 13, wherein each button in theplurality of buttons located on the surface of the gaming controller isa circular arcade style button.
 15. A gaming controller systemcomprising: a gaming controller having a surface including a pluralityof buttons corresponding to in-game inputs; a local memory locatedwithin the gaming controller and having machine readable non-transitorystorage including a profile data that modifies the in-game input; aprocessor located within the gaming controller and configured to readthe non-transitory storage in view of the profile data to modify thein-game inputs; the plurality of buttons including a first assemblage ofbuttons and a first modifier button located adjacent to the firstassemblage of buttons, and wherein the processor is configured totranslate the holding of the first modifier button during pressing anyof the buttons in the first assemblage of buttons as having a strongerin-game input than if the first modifier button is not held, wherein thefirst assemblage of buttons includes a left button, an up button, aright button and a down button, wherein the modifier button is separatefrom the first assemblage of buttons; and the plurality of buttonsfurther including a second assemblage of buttons and a second modifierbutton located adjacent to the second assemblage of buttons, and whereinthe processor is configured to translate the holding of the secondmodifier button during pressing any of the buttons in the secondassemblage of buttons as having a stronger in-game input than if thesecond modifier button is not held, wherein the second assemblage ofbuttons includes a left button, an up button, a right button and a downbutton, wherein the second modifier button is separate from the secondassemblage of buttons.
 16. A gaming controller system comprising: agaming controller having a surface including a plurality of buttonscorresponding to in-game inputs; a local memory located within thegaming controller and having machine readable non-transitory storageincluding a profile data that modifies the in-game input; a processorlocated within the gaming controller and configured to read thenon-transitory storage in view of the profile data to modify the in-gameinputs; and wherein the profile data further includes settings for theplurality of buttons corresponding to analog tilt percentage, whereinthe plurality of buttons comprises an assemblage of buttons and amodifier button located adjacent to the assemblage of buttons, whereinthe modifier button is separate from the assemblage of buttons andmodifies the settings of the plurality of buttons corresponding toanalog tilt percentage by pressing the modifier button.
 17. The gamingcontroller system of claim 16, wherein the profile data includes aplurality of gaming profiles preselected by a user and wherein theprocessor is further configured to select one of the plurality of gamingprofiles.
 18. The gaming controller system of claim 17, wherein theplurality of buttons includes a toggle button for switching between theplurality of gaming profiles.